Guardian (Ranger)
The Guardian is a self-appointed protector of the wilderness. Compelled by a strong sense of duty, he has assumed responsibility for an unsettled tract of land, doing his utmost to maintain it in its natural state and protect its animal occupants. Though he feels kindly towards others who share his respect for nature, he has little patience for those who would exploit the wilderness for gain or spite.
A Guardian constantly monitors the region he has sworn to protect. He scrutinizes the activity of strangers, advises travelers, and intercepts careless hunters. He keeps an eye out for fires, floods, and other natural disasters, and does what he can to comfort animals in times of crisis.
All Guardians have a specific region that they protect. The DM should establish the boundaries of a Guardian's domain at the beginning of his career. There are no fixed rules for assigning domains, but in general, a 1st level Guardian's domain shouldn't exceed a few square miles. The domain expands by several square miles each time the Guardian increases in level. By 5th level, a Guardian's domain might encompass a region about 20-25 miles across. By 15th level or higher, the domain might comprise an area the size of a small country.
Guardians have a loose knit organization - while no formal pact has been recorded, they show terms of respect and honor and will often come together to assist another Guardian Ranger when a threat beyond their capability has advanced. The Guardians primary local of protection is the interior Wild Lands of Alcirya - the area that has long been untamed by civilization. With the exponential growth of orcs, goblins and other humanoids the Guardians have been hard pressed to resist their growth and have seen their protectorates dwindle or disappear entirely as the Guardian’s numbers diminish.
Guardians live and train in triumvirates - an elder guardian with two protégés who will defend the Guardian and his protectorate to the death.
Role
A Guardian operates of his own volition, having no official sanction or title. He carries out his custodial duties as he sees fit, taking whatever steps he deems necessary to protect his domain. Despite his independence, he usually maintains good working relationships with officials of bordering lands. The relationship benefits both parties. The Guardian notifies the officials of approaching armies or other potential threats, while the officials may provide help for problems the Guardian can't handle alone. Though many governments would jump at the chance to have such able warriors in their employ, Guardians resist all such offers, and steadfastly maintain their autonomy.
An adventuring party entering a Guardian's domain has a good chance of encountering the Guardian himself. A Guardian will usually agree to guide a party through his domain and - presuming the party's intentions are compatible with the Guardian's philosophy - assist them in their efforts. Though a Guardian is reluctant to leave his domain, he may do so if presented with a compelling reason, such as the ravaging of a pristine wilderness or a threat to the ecology in another land.
Guardians tend to be self-sufficient, clear-headed, and conscientious. They make excellent leaders. Though a Guardian may develop deep friendships with other party members, he always parts company at the end of an adventure, returning to his domain as soon as he can.
Distinctive Appearance
None
Special Benefits
Followers: A Guardian acquires at least one human or demihuman follower at some point in his career. There are no other restrictions or recommendations.
The Guardian has miner access to the Protection Sphere.
A Guardian can cast certain spells within the boundaries of his domain. These are Detect Evil (three times per day), Bless, and Commune with Nature (once per week each).
The Guardian can revitalize any type of natural plant life suffering from drought, disease, insect infestation, or other forms of non-magical trauma. Dead plants can't be affected, nor can the Guardian invigorate plants beyond their normal limits (for instance, a Guardian can't cause an apple tree to blossom in the winter). The process requires 8 hours and can affect a square area whose sides are 30 feet times the Guardian's level (a 5th level Guardian can revive all of the plant life within a 150 ft. - 150 ft. square). The Guardian can use this ability once per month.
Special Hindrances
If a Guardian leaves his domain for any length of time, he must make arrangements for someone else to assume his duties. He may hire a caretaker, or assign temporary custody of his domain to a human or demi-human follower. There are no fixed penalties for a Guardian who fails to do this. However, should a Guardian abandon his responsibilities for more than a few days, the gods may deny him the use of the special benefits associated with this kit. If he's absent for longer periods - say, a few weeks - the gods may also deny him the use of all spells. The Guardian recovers use of his special benefits and spells as soon as he returns to his domain.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Bow (any) or crossbow (any), dagger, javelin, knife, quarterstaff, sling, spear, staff sling.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Agriculture, Bowyer, Fire Building, Fishing, Foraging, Herbalism, Hunting, Riding (Land-Based), Rope Use, Set Snares, Swimming, Veterinary Healing, Weather Sense
Equipment
None
Wealth Options
None
Homeland Terrain
Forest, Hill, Jungle, Mountain, or Plains.
Economic System
None